So after about a week trying to play with my Triggers, I haven't come any closer to figuring out what's wrong with these Triggers, and everything I do just seems to make it worse. The idea is that Player 1 brings his Civilian to the Doodad, it starts Level 1 and sends 1 Marine. The second time Player 1 brings his Civilian to the Doodad, it spawns 2 Marines. The third time he brings his Civilian to the Doodad, it spawns 3 Marines. After 8 Marines, it spawns the Boss, then it spawns 1 Unit of a different type and the sequence begins anew. The problem I appear to be having is that the sequence of events goes something like this, even though I'm starting the next level specifically after the previous wave has already been killed.
And so on... It's all out of whack. What I've done is I've disabled all of the Triggers except for the Trigger which identifies their Pathing:
Pathing
Events
Unit - (Triggering unit) Enters Enemy Start at 1
Local Variables
Conditions
(Owner of (Triggering unit)) == 9
Actions
Unit - Order (Triggering unit) to ( Move targeting Enemy End 1) (Before Existing Orders)
The Trigger which identifies a Game Over:
Game Over (P1)
Events
Unit - (Triggering unit) Enters Enemy End at 1
Local Variables
Conditions
(Owner of (Triggering unit)) == 9
Actions
UI - Display "Player 1's Defenses have been Breac..." for (All players) to Chat area
Game - End game in Defeat for player 1 (Show dialogs, Show score screen)
Unit - Remove Ban Player [107.96, 10.25] from the game
Unit - Remove Ban Player [222.78, 10.36] from the game
Unit - Remove Ban Player [108.04, 126.61] from the game
Unit - Remove Ban Player [222.81, 184.37] from the game
Unit - Remove Ban Player [107.98, 68.30] from the game
Unit - Remove Ban Player [222.91, 126.31] from the game
Unit - Remove Ban Player [222.92, 68.21] from the game
Map Initilization:
Map Initialization
Events
Game - Map initialization
Local Variables
Conditions
Actions
Player - Make player 9 and player 10 treat each other as Ally With Shared Vision
Player - Make player 9 and player 11 treat each other as Ally With Shared Vision
Player - Make player 10 and player 11 treat each other as Ally With Shared Vision
Camera - Pan the camera for player 1 to (Center of Player 1 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 2 to (Center of Player 2 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 3 to (Center of Player 3 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 4 to (Center of Player 4 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 5 to (Center of Player 5 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 6 to (Center of Player 6 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 7 to (Center of Player 7 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 8 to (Center of Player 8 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Unit - Create 1 Civilian (Male) for player 1 at Player 1 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 2 at Player 2 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 3 at Player 3 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 4 at Player 4 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 5 at Player 5 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 6 at Player 6 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 7 at Player 7 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 8 at Player 8 Civ Start using default facing (No Options)
Variable - Set Wave Type[0] = Marine
Variable - Set Wave Type[1] = Tychus Findlay (Commando)
Variable - Set Wave Type[2] = Zergling
Variable - Set Wave Type[3] = Ultralisk
Variable - Set Wave Type[4] = Zealot
Variable - Set Wave Type[5] = Immortal
Variable - Set Wave Type[6] = Sentry
Variable - Set Wave Type[7] = Aberration
Variable - Set Wave Type[8] = Pygalisk
Variable - Set Wave Type[9] = Tosh (Unit)
Variable - Set Wave Type[10] = High Templar
Variable - Set Wave Type[11] = Battlecruiser
Variable - Set Wave Type[12] = Mutalisk
Variable - Set Wave Type[13] = Overseer
Variable - Set Wave Text[0] = "Round 1: Marines"
Variable - Set Wave Text[1] = "Boss: Tychus Findlay"
Variable - Set Wave Text[2] = "Round 2: Zerglings"
Variable - Set Wave Text[3] = "Boss: Ultralisk"
Variable - Set Wave Text[4] = "Round 3: Zealots"
Variable - Set Wave Text[5] = "Boss: Immortal"
Variable - Set Wave Text[6] = "Round 4: Senries"
Variable - Set Wave Text[7] = "Boss: Aberration"
Variable - Set Wave Text[8] = "Round 5: Pygalisks"
Variable - Set Wave Text[9] = "Boss: Tosh"
Variable - Set Wave Text[10] = "Round 6: High Templars"
Variable - Set Wave Text[11] = "Boss: Battlecruiser"
Variable - Set Wave Text[12] = "Round 7: Mutalisks"
Variable - Set Wave Text[13] = "Boss: Overseer"
Variable - Set Current Wave Data[0] = 1
And the Trigger which identifies what happens when Player 1 brings his Civilian to the Doodad:
Player 1 Moves Civilian to Doodad
Events
Unit - Any Unit Enters Player 1 StartLevel
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
(Unit type of (Triggering unit)) == Civilian (Male)
Actions
Unit - Move (Triggering unit) instantly to Player 1 Civ Start (No Blend)
Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
Unit - Create Current Wave Data[0] Wave Type[Current Wave Data[1]] for player 9 at Enemy Start 1 using default facing (No Options)
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
UI - Display Wave Text[Current Wave Data[1]] for (Player group((Triggering player))) to Directive area
General - Wait 5.0 Real Time seconds
UI - Clear All Messages for (Player group((Triggering player)))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Current Wave Data[1] mod 2) == 0
Then
Math - Cycle Current Wave Data[0] from 1 through 8
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
Math - Cycle Current Wave Data[1] from 0 through 13
Else
Else
Variable - Set Current Wave Data[0] = 1
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[1] != 13
Then
Math - Cycle Current Wave Data[1] from 0 through 13
Else
Game - End game in Victory for player 1 (Show dialogs, Show score screen)
The problem still persists. I was told to create a Boolean which might help resolve this problem, but I'm not that familiar with Variables yet. I'm starting to get the hang of basic Conditions and Actions, but as far as why these Units aren't being sent out properly... Well, that's why I'm posting this issue on the Forums.
The thread's title is very uninformative, I'd recommend changing it. Also the problem description spends too long explaining without actually identifying what's going on that shouldn't be very clearly, fix that too.
Would help if you added more info and maybe described it better( what bumpinthenight said)
Idk how you would go from 4 marines 1 level to 3 then next. However i think i found the reason why level 1 would have 1 marine and the next would have 1 also. It's because of the wait action in the "Player 1 Moves Civilian to Doodad" trigger.
The simple solution would be just to make a boolean variable. Since it seems like you don't know about them ill try to explain them a bit. A boolean is simply a true/false value. So if you have a variable as a boolean it will be either true or false, and you can change it set variable function.
The way you would use it to fix it is simple.
First make a global variable and set it to type boolean. Make it an array if you plan on having more then one player.
Add a condition to the "Player 1 Moves Civilian to Doodad" trigger, So that the boolean you just made has to be false in order for it to run.
Now add an action to set that variable to true, and make that action the 1st thing that action does. Now make a similar action except make it the very last action and have it set that variable to false.
You would be aware if the issue was because of an array. Ingame you would get either an array overflow or underflow error.
The problem is what i said earlier. Its because of the "General - Wait 5.0 Real Time seconds" action in your "Player 1 Moves Civilian to Doodad" trigger.
I though of something else that you could do to get it to work without using a boolean. you could just make these actions the very last actions in your trigger.
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
UI - Display Wave Text[Current Wave Data[1]] for (Player group((Triggering player))) to Directive area
General - Wait 5.0 Real Time seconds
UI - Clear All Messages for (Player group((Triggering player)))
However it's presented one more problem. When the Text pops up such as Boss: Tychus Findlay, or Boss: Ultralisk, it appears on the round in which their are 8 Units, and not on the actual Boss Round itself. When the Civilian starts the Boss Round, rather than saying something like Boss: Tychus Findlay, it'll say something like Round 2: Zealots, (which is the next round after Tychus Findlay)
Here's the new set of Triggers;
Player 1 Moves Civilian to Doodad
Events
Unit - Any Unit Enters Player 1 StartLevel
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
(Unit type of (Triggering unit)) == Civilian (Male)
Actions
Unit - Move (Triggering unit) instantly to Player 1 Civ Start (No Blend)
Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
Unit - Create Current Wave Data[0] Wave Type[Current Wave Data[1]] for player 9 at Enemy Start 1 using default facing (No Options)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Current Wave Data[1] mod 2) == 0
Then
Math - Cycle Current Wave Data[0] from 1 through 8
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
Math - Cycle Current Wave Data[1] from 0 through 13
Else
Else
Variable - Set Current Wave Data[0] = 1
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[1] != 13
Then
Math - Cycle Current Wave Data[1] from 0 through 13
Else
Game - End game in Victory for player 1 (Show dialogs, Show score screen)
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
UI - Display Wave Text[Current Wave Data[1]] for (Player group((Triggering player))) to Directive area
General - Wait 5.0 Real Time seconds
UI - Clear All Messages for (Player group((Triggering player)))
Else
hmm.... i think what you might need to do is just get rid of that last action (the one you just moved) and place its actions into the then previous actions. I'll try to show you my copying n pasting what you already posted and then re-arrange it. I'll put a bunch of " * " before and after the lines that i add, to help you read it.
Edit: k so it kinda came out hard to read. So jsut do this. Get rid of that last if then else in the very end, the one you just moved. Then add the "UI - Display Wave Text[Current Wave Data[1]] for (Player group((Triggering player))) to Directive area" to 2 places, first place it under "else" for the 1st "if then else" (right before or right after "Variable - Set Current Wave Data[0] = 1") then 2nd place is under the if of the "if then else" of the if actions. Then palce the w8 and clear messages at the very end of the trigger.
can you send or post your map or atleast a map containing that one trigger? i'll be able to just fix it adn then send it and then you can look at it and see what i did, also if you want i could just go and do the the boolean way.
K there ya go, i tested it and it should work the way you want. Just a little tip i suggest you go and try to organize your triggers better, like use folders to keep all the ones that deal w/ something similar. Just makes it easier for yourself and any1 else who might look at it understand whats going on. Also try messing around with loops and learn how they work.
It appears to be showing Round 1: Marines on all 8 waves of Marines. How do I change the Text to display it only at the start of the first wave? (Or even changing it to display something like Round 1A, 1B, 1C, Etc.)
It also doesn't appear to be showing text for Bosses.
k, it should now work. I think i messed up uploading it lol. There is 1 issue that might happen tho. If some1 spams the levels the message might not be there the whole 5 seconds.
So after about a week trying to play with my Triggers, I haven't come any closer to figuring out what's wrong with these Triggers, and everything I do just seems to make it worse. The idea is that Player 1 brings his Civilian to the Doodad, it starts Level 1 and sends 1 Marine. The second time Player 1 brings his Civilian to the Doodad, it spawns 2 Marines. The third time he brings his Civilian to the Doodad, it spawns 3 Marines. After 8 Marines, it spawns the Boss, then it spawns 1 Unit of a different type and the sequence begins anew. The problem I appear to be having is that the sequence of events goes something like this, even though I'm starting the next level specifically after the previous wave has already been killed.
Level 1: 1 Marine
Level 2: 1 Marine
Level 3: 1 Marine
Level 4: 4 Marines
Level 5: 3 Marines
And so on... It's all out of whack. What I've done is I've disabled all of the Triggers except for the Trigger which identifies their Pathing:
Pathing
Events
Unit - (Triggering unit) Enters Enemy Start at 1
Local Variables
Conditions
(Owner of (Triggering unit)) == 9
Actions
Unit - Order (Triggering unit) to ( Move targeting Enemy End 1) (Before Existing Orders)
The Trigger which identifies a Game Over:
Game Over (P1)
Events
Unit - (Triggering unit) Enters Enemy End at 1
Local Variables
Conditions
(Owner of (Triggering unit)) == 9
Actions
UI - Display "Player 1's Defenses have been Breac..." for (All players) to Chat area
Game - End game in Defeat for player 1 (Show dialogs, Show score screen)
Unit - Remove Ban Player [107.96, 10.25] from the game
Unit - Remove Ban Player [222.78, 10.36] from the game
Unit - Remove Ban Player [108.04, 126.61] from the game
Unit - Remove Ban Player [222.81, 184.37] from the game
Unit - Remove Ban Player [107.98, 68.30] from the game
Unit - Remove Ban Player [222.91, 126.31] from the game
Unit - Remove Ban Player [222.92, 68.21] from the game
Map Initilization:
Map Initialization
Events
Game - Map initialization
Local Variables
Conditions
Actions
Player - Make player 9 and player 10 treat each other as Ally With Shared Vision
Player - Make player 9 and player 11 treat each other as Ally With Shared Vision
Player - Make player 10 and player 11 treat each other as Ally With Shared Vision
Camera - Pan the camera for player 1 to (Center of Player 1 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 2 to (Center of Player 2 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 3 to (Center of Player 3 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 4 to (Center of Player 4 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 5 to (Center of Player 5 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 6 to (Center of Player 6 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 7 to (Center of Player 7 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 8 to (Center of Player 8 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Unit - Create 1 Civilian (Male) for player 1 at Player 1 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 2 at Player 2 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 3 at Player 3 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 4 at Player 4 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 5 at Player 5 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 6 at Player 6 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 7 at Player 7 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 8 at Player 8 Civ Start using default facing (No Options)
Variable - Set Wave Type[0] = Marine
Variable - Set Wave Type[1] = Tychus Findlay (Commando)
Variable - Set Wave Type[2] = Zergling
Variable - Set Wave Type[3] = Ultralisk
Variable - Set Wave Type[4] = Zealot
Variable - Set Wave Type[5] = Immortal
Variable - Set Wave Type[6] = Sentry
Variable - Set Wave Type[7] = Aberration
Variable - Set Wave Type[8] = Pygalisk
Variable - Set Wave Type[9] = Tosh (Unit)
Variable - Set Wave Type[10] = High Templar
Variable - Set Wave Type[11] = Battlecruiser
Variable - Set Wave Type[12] = Mutalisk
Variable - Set Wave Type[13] = Overseer
Variable - Set Wave Text[0] = "Round 1: Marines"
Variable - Set Wave Text[1] = "Boss: Tychus Findlay"
Variable - Set Wave Text[2] = "Round 2: Zerglings"
Variable - Set Wave Text[3] = "Boss: Ultralisk"
Variable - Set Wave Text[4] = "Round 3: Zealots"
Variable - Set Wave Text[5] = "Boss: Immortal"
Variable - Set Wave Text[6] = "Round 4: Senries"
Variable - Set Wave Text[7] = "Boss: Aberration"
Variable - Set Wave Text[8] = "Round 5: Pygalisks"
Variable - Set Wave Text[9] = "Boss: Tosh"
Variable - Set Wave Text[10] = "Round 6: High Templars"
Variable - Set Wave Text[11] = "Boss: Battlecruiser"
Variable - Set Wave Text[12] = "Round 7: Mutalisks"
Variable - Set Wave Text[13] = "Boss: Overseer"
Variable - Set Current Wave Data[0] = 1
And the Trigger which identifies what happens when Player 1 brings his Civilian to the Doodad:
Player 1 Moves Civilian to Doodad
Events
Unit - Any Unit Enters Player 1 StartLevel
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
(Unit type of (Triggering unit)) == Civilian (Male)
Actions
Unit - Move (Triggering unit) instantly to Player 1 Civ Start (No Blend)
Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
Unit - Create Current Wave Data[0] Wave Type[Current Wave Data[1]] for player 9 at Enemy Start 1 using default facing (No Options)
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
UI - Display Wave Text[Current Wave Data[1]] for (Player group((Triggering player))) to Directive area
General - Wait 5.0 Real Time seconds
UI - Clear All Messages for (Player group((Triggering player)))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Current Wave Data[1] mod 2) == 0
Then
Math - Cycle Current Wave Data[0] from 1 through 8
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
Math - Cycle Current Wave Data[1] from 0 through 13
Else
Else
Variable - Set Current Wave Data[0] = 1
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[1] != 13
Then
Math - Cycle Current Wave Data[1] from 0 through 13
Else
Game - End game in Victory for player 1 (Show dialogs, Show score screen)
The problem still persists. I was told to create a Boolean which might help resolve this problem, but I'm not that familiar with Variables yet. I'm starting to get the hang of basic Conditions and Actions, but as far as why these Units aren't being sent out properly... Well, that's why I'm posting this issue on the Forums.
Anyone?
The thread's title is very uninformative, I'd recommend changing it. Also the problem description spends too long explaining without actually identifying what's going on that shouldn't be very clearly, fix that too.
Ie: TL;DR.
Sorry.
@Mesden: Go
Would help if you added more info and maybe described it better( what bumpinthenight said)
Idk how you would go from 4 marines 1 level to 3 then next. However i think i found the reason why level 1 would have 1 marine and the next would have 1 also. It's because of the wait action in the "Player 1 Moves Civilian to Doodad" trigger.
The simple solution would be just to make a boolean variable. Since it seems like you don't know about them ill try to explain them a bit. A boolean is simply a true/false value. So if you have a variable as a boolean it will be either true or false, and you can change it set variable function. The way you would use it to fix it is simple. First make a global variable and set it to type boolean. Make it an array if you plan on having more then one player. Add a condition to the "Player 1 Moves Civilian to Doodad" trigger, So that the boolean you just made has to be false in order for it to run. Now add an action to set that variable to true, and make that action the 1st thing that action does. Now make a similar action except make it the very last action and have it set that variable to false.
how much levels do you have? not waves, levels
@gizmachu:
There are 8 Players and currently 7 levels. Each level concludes with a Boss.
Would setting the Array to 13 for:
Wave Text = No Text <Text[13]>
and:
Wave Type = No Game Link <Game Link - Unit[13]>
if there are only 12 players screw things up too...?
@Mesden: Go
You would be aware if the issue was because of an array. Ingame you would get either an array overflow or underflow error.
The problem is what i said earlier. Its because of the "General - Wait 5.0 Real Time seconds" action in your "Player 1 Moves Civilian to Doodad" trigger.
I though of something else that you could do to get it to work without using a boolean. you could just make these actions the very last actions in your trigger.
General - If (Conditions) then do (Actions) else do (Actions) If Current Wave Data[0] == 1 Then UI - Display Wave Text[Current Wave Data[1]] for (Player group((Triggering player))) to Directive area General - Wait 5.0 Real Time seconds UI - Clear All Messages for (Player group((Triggering player)))
@gizmachu:
I'll give that a try and post the results.
My God, it's almost perfect.
However it's presented one more problem. When the Text pops up such as Boss: Tychus Findlay, or Boss: Ultralisk, it appears on the round in which their are 8 Units, and not on the actual Boss Round itself. When the Civilian starts the Boss Round, rather than saying something like Boss: Tychus Findlay, it'll say something like Round 2: Zealots, (which is the next round after Tychus Findlay)
Here's the new set of Triggers;
Player 1 Moves Civilian to Doodad
Events
Unit - Any Unit Enters Player 1 StartLevel
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
(Unit type of (Triggering unit)) == Civilian (Male)
Actions
Unit - Move (Triggering unit) instantly to Player 1 Civ Start (No Blend)
Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
Unit - Create Current Wave Data[0] Wave Type[Current Wave Data[1]] for player 9 at Enemy Start 1 using default facing (No Options)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Current Wave Data[1] mod 2) == 0
Then
Math - Cycle Current Wave Data[0] from 1 through 8
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
Math - Cycle Current Wave Data[1] from 0 through 13
Else
Else
Variable - Set Current Wave Data[0] = 1
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[1] != 13
Then
Math - Cycle Current Wave Data[1] from 0 through 13
Else
Game - End game in Victory for player 1 (Show dialogs, Show score screen)
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
UI - Display Wave Text[Current Wave Data[1]] for (Player group((Triggering player))) to Directive area
General - Wait 5.0 Real Time seconds
UI - Clear All Messages for (Player group((Triggering player)))
Else
@Mesden: Go
hmm.... i think what you might need to do is just get rid of that last action (the one you just moved) and place its actions into the then previous actions. I'll try to show you my copying n pasting what you already posted and then re-arrange it. I'll put a bunch of " * " before and after the lines that i add, to help you read it.
Edit: k so it kinda came out hard to read. So jsut do this. Get rid of that last if then else in the very end, the one you just moved. Then add the "UI - Display Wave Text[Current Wave Data[1]] for (Player group((Triggering player))) to Directive area" to 2 places, first place it under "else" for the 1st "if then else" (right before or right after "Variable - Set Current Wave Data[0] = 1") then 2nd place is under the if of the "if then else" of the if actions. Then palce the w8 and clear messages at the very end of the trigger.
@gizmachu:
Hmm.. It's hard to identify what I should do here. Why don't you type out what it should look like and then I can arrange everything as needed.
@Mesden: Go
can you send or post your map or atleast a map containing that one trigger? i'll be able to just fix it adn then send it and then you can look at it and see what i did, also if you want i could just go and do the the boolean way.
@gizmachu:
Sure.
@Mesden: Go
K there ya go, i tested it and it should work the way you want. Just a little tip i suggest you go and try to organize your triggers better, like use folders to keep all the ones that deal w/ something similar. Just makes it easier for yourself and any1 else who might look at it understand whats going on. Also try messing around with loops and learn how they work.
It appears to be showing Round 1: Marines on all 8 waves of Marines. How do I change the Text to display it only at the start of the first wave? (Or even changing it to display something like Round 1A, 1B, 1C, Etc.)
It also doesn't appear to be showing text for Bosses.
@Mesden: Go
k, it should now work. I think i messed up uploading it lol. There is 1 issue that might happen tho. If some1 spams the levels the message might not be there the whole 5 seconds.
@gizmachu:
I could just as well put a "Wait" action to prevent the player from starting the next level for 10 seconds or so.
@Mesden: Go
The only way to force a player to have to w8 for example 10 seconds between waves is to use a boolean
@gizmachu:
What??? I can't use a Wait command?
(ie. When the player brings his Civilian to the Beacon, remove it, wait 10 seconds, and put it back where it started.)